Starfinder Module Skitter Shot (PFS PBP GAMEDAY VII) 13 AUG 18 (Inactive)

Game Master Paladin of Baha-who?

Map slides
Pregenerated characters can be downloaded here or BBCode profile statblocks here.


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"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Tonkona rushes into the room, doshko raised. "Hang on Captain!"

Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The mystics' staves do little but make a lot of noise as they bang them on the metal arms.

These things do count as traps. There's actually a third one, but it's entirely dedicated to pummeling the captain right now.

Quonx rapidly unscrews a maintenance port, finds a crucial power wire with one of her hooks, and yanks it out, deactivating the claw holding Nako.

Nako is still up.


DungeonMaster

Nako moves over to the other one that can threaten us. attack: 7 + 1d20 ⇒ 7 + (19) = 26 vs EAC dmg: 1d8 + 3 ⇒ (5) + 3 = 8

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Nako attempts to smash the arm, and does some damage.

Grapple: 1d20 + 15 ⇒ (6) + 15 = 21

The arm tries to grab Nako, but misses!

All PCs are up!


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gazigaz shoots at the table that tried to grab Nako.

ATK, Arc Pistol: 1d20 + 4 ⇒ (10) + 4 = 14 vs eac
DMG: 1d6 ⇒ 3 E


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Did Tonkonas last attack hit or do any damage?

Tonkona flails at the arm facing him, attempting to dismantle it to defend the others.

Attack: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Attack: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


DungeonMaster

Nako will strike at the same arm again hit: 7 + 1d20 ⇒ 7 + (4) = 11
dmg: 1d8 + 3 ⇒ (6) + 3 = 9 fire.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I missed Tonkona's previous attack. That did hit and did some damage.

Gaz's pistol shot arcs to ground and does no damage. The same is not true of Tonkona and Nako's flame doshkos, as they damage the arm badly. One of its appendages is hanging from a wire and it looks like one more good solid attack could destroy it.

The arms hurting Nakonechkin will also need an Engineering check to disable, by the way, even though they are not attacking you directly.


"Mokaya" Male NG skittermander priest mystic 2 | HP 12/14 SP 0/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 1/3 | Active conditions: None.

Mokaya will send a telekinetic projectile to hit the damaged arm.

Telekinetic Projectile: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 ⇒ 3


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Dakoyo moves to engage the other free are. "Quonx! Unplug the bad massagers! Dakoyo will distract them!"

Battlestaff: 1d20 + 1 ⇒ (16) + 1 = 17 Maybe flanking +2 for whatever it's worth
B: 1d4 ⇒ 4


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Leave nufriend nak captain alone! You big relaxer arm!

Get em on the damaged arm everyone gets a +1 atk vs that arm

ATK, arc pistol, get em: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
DMG: 1d6 ⇒ 3


"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

Engineering (disable): 1d20 + 16 ⇒ (5) + 16 = 21

Wielding tools in all 6 hands, Quonx darts forward in an attempt to disable the table that has the captain. "I'll help good, friend-boss," she says, as she severs a wire with a laser cutter while unbolting a segment of the arm with a wrench.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

By this time, you've noticed that only the doshkos are doing any significant damage to the arms. They have hardness 5.

Quonx disables the hands pummeling Nakonechkin.

The remaining table attempts to grab 1d4 ⇒ 3 Quonx, and it successfully pins her to the floor. It beat your KAC by more than 13, which means you are pinned. You can take no actions other than attempting to escape, which would be an Acrobatics check DC 24.

grapple: 1d20 + 15 ⇒ (14) + 15 = 29

All PCs are up.


DungeonMaster

Another swing at the one grappling Quonox hit: 7 + 1d20 ⇒ 7 + (7) = 14 vs EAC
dmg: 1d8 + 3 ⇒ (4) + 3 = 7 fire.


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gaz fires at the last arm and says Who know how these machines work. We have to get Quonx out, gree? Nufriend Nako capitain turn the arm off!

ATK: 1d20 + 4 ⇒ (11) + 4 = 15
DMG: 1d6 ⇒ 5


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Dakoyo will adapt superior medical training in biomechanics to understand how to disable that last arm, gree!" the purple skittermander declares confidently. He then proceeds to strike at the joints on the mechanical arm with his battlestaff to predictable results.

Engineering: 1d20 - 1 ⇒ (1) - 1 = 0


"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

Acrobatics (untrained): 1d20 + 2 ⇒ (9) + 2 = 11

Quonx struggles against the arm that pins her. "This ship has some of the *least* helpful machines I've ever seen!"


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

"Tonkona will adapt superior militaristic training in beating-ups to know how to disable that last arm, gree!" the grey skittermander proclaims confidently. He then proceeds to strike at the joints on the mechanical arm.

Attack: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Attack: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Nako swings at the arm with the flame doshko and severs it, freeing Quonx and disabling the last remaining of these malfunctioning massage tables.

Combat over!

Nakonechkin groans and rubs his neck. "Quasar's light, that machine nearly massaged me to death! Thanks, fuzzballs, you really saved my tail." The vesk snorts. "This business isn't done, though. If you're up to it, you should head to the bridge and see if we can't still bring this hunk of junk home. Trendsetter will probably fork over a sizable chunk of credits to keep this quiet. This scrapheap has left me exhausted," he says, with a feeble kick to the massage table. "I think I'll probably head back to the Clutch."


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

"Do you want us to help you back to the ship?? But wait, you want us to help scavenge this ship... but we can't do both?? AAAH," Tonkona shouts, the paradox of which is more helpful hurting his underdeveloped soldiermander brain.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

"I can get back to our ship. You six, go to the bridge, see if you can get this under control. If you can't, try to figure out why and fix that. If you need advice, just call me. I'll start scanning from there and see what I can figure out to help."

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Assuming you move to the bridge:

The door to the bridge is locked. Quonx takes her time and works on the lock until it disengages, and the reinforced door hisses open.

Consoles and monitors line the walls and ceiling of this small bridge. Viewscreens show various angles of space outside the exterior of the ship, and displays note the ship's oxygen levels, internal temperatures, power output, hull strength, and status of other systems.

A grey-skinned humanoid figure faces away from the door, seemingly staring at a viewscreen that shows a view of space including the ship you call home.

Map updated.


DungeonMaster

perception: 1d20 ⇒ 5 if the humanoid looks undead, robotic, cyboric or supernatural I will stealth: 1d20 + 1 ⇒ (12) + 1 = 13 up behind it and then
swing with flame sword: 7 + 1d20 ⇒ 7 + (15) = 22 vs EAC dmg: 1d8 + 3 ⇒ (7) + 3 = 10

If I can't tell what it is, I do nothing.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Nako, make a medicine check.


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gazigaz looks from behind the group and say Hello, nufriend. I am Gazigaz and we are the skittermanders! What is going on in this ship? Can you help fix it?

Diplomacy: 1d20 + 9 + 1d6 ⇒ (2) + 9 + (2) = 13


DungeonMaster

medicine: 0 + 1d20 ⇒ 0 + (14) = 14
Nako looks at Gazigaz You don't even know if that is a friendly and you just blew our stealth
He whispers to him Does his skin look Natural to you? Grey skin and you are going to give away our position before determining if the person is even a sociable species?


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Watch out for shooting stars," Dakoyo cautions their employer before heading deeper into the ship to help.

"Lots of naturally gray-skinned species, Nako!" the mystic states unhelpfully. "But it does look like it is trying to get the ship started. We can help!"


"Mokaya" Male NG skittermander priest mystic 2 | HP 12/14 SP 0/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 1/3 | Active conditions: None.

"Gree! Could be also be an android-friend. They come in lots of different colors."

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Nako notices lots of cybernetic implants all over the creature, with little sparks and electrical discharges emitting from them. He is suspicious, and his suspicions are confirmed when it turns around, to show dead, grey eyes and decaying flesh animated by malfunctioning feedback in the cybernetics. This is a cybernetic zombie. Typically created intentionally, Nako has a feeling this one was accidental. It still acts like a typical zombie, however, as it lurches forward to attack!

Nako was suspicious and ready to defend against this creature's attack. In the surprise round, Nako can act first, then the zombie.

Nako
Zombie
-1st-
Nako
Daokyo
Mokaya
Zombie
Tokona
Quonx

GM dice:
KENJARO: 1d20 + 4 ⇒ (6) + 4 = 10
Dakoyo: 1d20 + 1 ⇒ (10) + 1 = 11
Mokaya: 1d20 + 1 ⇒ (10) + 1 = 11
Gazigaz: 1d20 + 2 ⇒ (8) + 2 = 10
Nako: 1d20 + 5 ⇒ (18) + 5 = 23
Quonx: 1d20 + 2 ⇒ (2) + 2 = 4
Tokona: 1d20 + 5 ⇒ (1) + 5 = 6


DungeonMaster

Surprise round I move then hit with flame weapon: 7 + 1d20 ⇒ 7 + (20) = 27 vs EAC
dmg: 1d8 + 4 ⇒ (8) + 4 = 12

And when round 1 comes around hit with flame weapon: 7 + 1d20 ⇒ 7 + (18) = 25 VS EAC Minus any modifiers that may occur if I become sickened or whatever. I'm still attacking it even if it were to hypothetically bring me to 1 HP.
dmg: 1d8 + 4 ⇒ (5) + 4 = 9 I realize I've been doing this wrong, it should be 1d8+4 dmg, not 1d8+3, that extra might speed up the process

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Nako smashes the creature with his Doshko, opening a nasty wound.

The zombie slams him with cybernetic arms, but Nako manages to deflect both attacks with the haft of his doshko, and counterattacks powerfully.

All other PCs are up. Nako has dealt a massive amount of damage already.

GM dice:

crit damage: 1d8 + 4 ⇒ (7) + 4 = 11
wound: 1d20 ⇒ 13
Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
slams: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 61d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8


"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

Check to see if I can identify any weaknesses, or know anything about how to mess with its cybernetics. If there is a specific type of weapon that it's vulnerable to, and one of us has that type of weapon, I'll overcharge it as a move action, then attack.
Engineering: 1d20 + 12 ⇒ (10) + 12 = 22

Quonx brings up her laser rifle and shoots at the zombie. Meanwhile, one of her other hands reaches out maybe and messes with someone else's weapon.

Laser rifle attack: 1d20 + 4 ⇒ (14) + 4 = 18
Laser rifle damage: 1d8 ⇒ 3


"Mokaya" Male NG skittermander priest mystic 2 | HP 12/14 SP 0/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 1/3 | Active conditions: None.

Mokaya fires a shot from his needler pistol

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d4 ⇒ 3


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Not much room to help in!" Dakoyo complains as he shuffles into the helm and telekinetically fires a piece of paneling at the zombie.

Telekinetic Projectile: 1d20 + 2 ⇒ (10) + 2 = 12
B: 1d6 ⇒ 6


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Tonkona rushes in next to Nako. "Here comes help!"

Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Quonx:
You recall that creatures that rely on electronics to function, which includes robots and cybernetic zombies, are vulnerable to electric damage.

Quonx and Mokaya fire at the creature, doing a small amount of damage. Dakoyo and Tonkona miss.


"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

Quonx nods emphatically, looking at the zombie. "The interface couplers are vulnerable to electrical damage. If you have an electrical weapon, use that on it." Her arm reaches out to overcharge the nearest electrical weapon.


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Quonx! I'm a doctor, not an engineer! Why would I have brought that?" Dakoyo exclaims as he fails to strike the cybernetic zombie.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Botting Gaz:

"Get that zombie!" Gaz yells, firing with the electric arc pistol Quonx just overcharged, but missing entirely.

1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12

The creature, which at close inspection seems to be wearing charred and tattered remnants of the same crew uniform you've seen already, slams furiously at Nako. Two hits for a total of 17 damage to Nako.

Slam, slam: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 221d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
damage: 1d6 + 5 ⇒ (4) + 5 = 91d6 + 5 ⇒ (3) + 5 = 8

All PCs are up!


DungeonMaster

I use the withdrawal action.


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

With Nako's retreat, Tonkona stands alone next to the zombie. "Happy to help you stop hurting my friends!!," yells the soldier as he swings furiously with the doshko.

Full Attack: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Full Attack: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Tonkona swings his Doshko in a mighty slash, cleaving the zombie's head from its shoulders. Though this wouldn't necessarily stop a cybernetic zombie from functioning, in this case the center of the errant process animating the biomechanically enhanced muscles is in the brain implants, and severing them leaves only the head still active. It tries to bite at Tonkona from the floor, but he swings his doshko down in a backswing and destroys it.

Combat over!

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Now that you have destroyed this unfortunate former crewman, you are able to examine the bridge in detail. You were hoping to be able to control the ship's systems from these consoles; unfortunately, it seems like all commands are locked out. All displays, other than those showing starfields, show a slowly rotating Trendsetters Excursions logo.

A synthetic, feminine voice is heard. “Perhaps you aren’t really someone’s escaped pets after all. Then you are new passengers? You must be aboard the Emerald Empyrean to relax! That’s the only reason for anyone to be here! Unless… if you aren’t here to relax, then you are an impediment to the relaxation of my true passengers, and you must be eliminated!”

Several lights on multiple consoles turn red.

DC 12 computers or engineering:
The AI has locked out all ship's systems on the bridge.

If you managed a DC 17 on that check:

Spoiler:
Control can be reestablished by rebooting the computer core, which is most likely located on the engineering deck. This will have the side effect of returning the AI to a state akin to infancy, so it will almost certainly resist.

If you examine the body:
A nameplate on the mangled uniform reads "Kenjaro Chidi". Two batteries can be found in the cybernetics, but none of the equipment is salvageable.


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Not knowing much about computers Gaz will examine the body. He also says to Nako Sorry Nako friend. Gaz only wanted to make nufriend. Maybe I wait a bit next time before saying hello. But no harm no foul. We go downstairs now and find more nufriends, gree? After a thorough look around the bridge, Gaz will begin heading downstairs, accompanied, of course.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Thanks for botting. It was a crazy day yesterday with parent teacher night. Never got a minute to check the games.


"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

I will take 10 on Engineering and share all the info. In work meetings, so please bot me for next day or so.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Sure you don't want to take a 10 minute break? Some of you are pretty hurt.


"Mokaya" Male NG skittermander priest mystic 2 | HP 12/14 SP 0/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 1/3 | Active conditions: None.

Gaz-friend, wait. You look like that last fight took a lot out of you. Nako-friend looks tired, too. We should take a breather, gree?


DungeonMaster

Me want to rest in the security room. Yes I would like a 10 minute rest

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Despite her strong words, the AI seems to be binding her time and takes no action against you while you rest. Where to next?


DungeonMaster

We already explored the top floor, so Downstairs and to the front of the ship, opens door to room 8.

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